Crypt of Crimson Stars OOC [Full]

Hi there,

Keeping your comments in mind I've decided to revert back to his original concept and drop the fighter levels if that's cool? He'll be a straight up 7th level druid.

I've just about finished him, just got to sort items and spells and re-do his background a little. I should have him posted complete tomorrow. If you want to see how he is shaping up at the moment (so you can get a start on checking maths etc) let me know.

Cheers

Daz
 

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D20Dazza said:
Hi there,

Keeping your comments in mind I've decided to revert back to his original concept and drop the fighter levels if that's cool? He'll be a straight up 7th level druid.

I've just about finished him, just got to sort items and spells and re-do his background a little. I should have him posted complete tomorrow. If you want to see how he is shaping up at the moment (so you can get a start on checking maths etc) let me know.

Cheers

Daz

Straight Druid...sounds good, Daz. I don't need a sneak-peek, just go ahead and post him here when he's done.
 

Thanks, he hasn't turned out to be your traditional druid but I hope you find him interesting (his Chr of 6 doesn't help with his handle animal or animal affinity). Sorted his background just the spells and items to do now. Hopefully, before the game starts, I'll post the stats of his favourite wild shapes, if not then I'll edit and include them as we go.

Bed time - talk tomorrow evening

Cheers

Daz
 


Well, it seems that those of you who have an opinion on the subject would rather assemble as a group of strangers. So, here we go...

If you would, please wrap up your character's background with him/her living somewhere in Sharn (it doesn't matter for how long), and receiving word that Tophran Damilek, the best known dragonshard dealer in the city, has put out a call for adventurers. The IC thread will start with the PCs assembling at Tophran's office in the Everbright district of Middle Menthis.
 


let me know if this is good, and I'll move him over


Arundel Zalinbourg
male Chaos Gnome Scout 7
Alignment: Nuetral
Patron Deity:
Region: Talanta plain
Height: 3’11”
Weight: 28 lbs
Hair: black, and receeding badly
Eyes: dark blue
XP: 24,500

Str: 10 (+0) [4 points, -2 racial]
Dex: 21 (+5) [10 points, +2 racial, +1 level, +2 gloves]
Con: 14 (+2) [4 points,+2 racial,]
Int: 16 (+3) [10 points]
Wis: 12 (+2) [4 points]
Cha: 6 (-2) [0 points, -2 racial]

Racial Abilities:
+2 Dex, +2 Con, -2 strength, -2 charisma
Small size
Base speed = 30
Lowlight and dark vision
+1 on attack vs. kobolds and golblinoids
+4 dodge against giants
+4 on hide and move silently
+2 listen and spot

Class Abilities
Skirmish +2d6, +2 ac
Trapfinding
Battle fortitude (+1 to init and fort saves)
Uncanny dodge
Fast movement (movement speed increases 10’)
Trackless step
Bonus Feat
Evasion
Flawless stride (terrain doesn’t reduce movement)


Hit Dice: 7d8 + 14
HP: 58
AC: 20 (+5 Dex, 4 chain shirt, 1 size (possible +4 dodge from feat))
Init: +8 (+5 Dex, +1 battle fortitude, +2 quick reconoiter)
Speed: 40ft

Saves:
Fortitude +5 [+2 base, +2 Con, +1 Battle Fortitude,]
Reflex +10 [+5 base, +5 Dex,]
Will +3 [+2 base, +1 Wis, ]

BAB: +5
Melee Atk: +12/ (1d3/19-20/x2/S, MW dagger)
Ranged Atk: +11 (1d4/x3/60 ft./P, shortbow)

Skills:
Climb +10 [10 ranks]
Craft poisonmaking +13 [10 ranks, +3 int]
Disable device +15 [10 ranks, +3 int, +2 mw thieves kit]
Hide +27 [10 ranks, 5 dex, 4 small, 4 racial, +5 cloak]
Jump +16 [10 ranks, 4 speed, 2 synergy]
Listen +13 [10 ranks, 1 wis, 2 racial]
Move silently +24 [10 ranks, 5 dex, +5 boots, +4 racial]
Spot +13 [10 ranks, 2 racial, 1 wis]
Survival +11 [10 ranks, 1 wis]
Tumble +15 [10 ranks, 5 dex]


Feats:
weapon finesse (1st level)
Quick Reconoiter (listen and spot as free action, +2 init) (complete adventurer) (3rd level)
dodge (ComArc) (scout bonus 4th level)
Titan fighting (Races of stone) Use racial +4 dodge against any 1 opponent (6th level)

Languages: Common, Elven, Draconic, Orc Gnoll, Goblin


Equipment:

item quantity cost total cost
hewards haversack 1 2000 2000
camouflage kit 1 40 40
possum pouch 1 1800 1800
boots of elven kind 1 2500 2500
cloak of elvenkind 1 2500 2500
gloves of dexterity +2 1 4000 4000
Mithrall shirt 1 1100 1100
MW thieves kit 1 100 100
bedroll 1 0
winter blanket 1 1 1
waterskin 3 1 3
cold weather outfit 1 8 8
explorers outfit 2 10 20
mw dagger 1 302 302
anti toxin 2 50 100
Thunderstone 3 30 90
shortbow 1 30 30
arrows 1 1 1
carrion crawler poison 6 33.33333 200
large scorpion poison 6 33.33333 200
blue whinnis poison 6 20 120
trail rations (10 days) 10 0.5 5
potion, cure moderate wounds 4 300 1200

*I wasn’t sure how you wanted me to use my craft (poisonmaking) skill, so here is the cost as if I could find (using knowledge nature) the ingredients myself, and then make it. Feel free to change.



Money
2680 gold


Appearance: For those few times when someone get’s a good look at him, he appears a tall 9for a gnome) and almost disturbingly thin gnome.
His weapons are ill cared for, and his clothes need many small holes and rips sewn up. His receeding hairline shows a nasty scar across the top of his head, and his nose is a frightening blob from being broken.

Personality: Arundel has little to do with people. He is especially distrusting of the “big” races, anything besides gnomes and his adopted Halflings really. He likes nothing better than being out front of a party, scouting for danger, keeping the “big dumb uglies” safe. He has a condescending attitude towards those who enjoy fighting, and himself will go to great lengths to avoid fighting.



Background: Arundel Zalinbourg’s Early memories are exceedingly pleasant. As a young gnome, he was given almost anything his little heart could desire by his doting mother. He rarely saw his father, who was to consumed by running the family business. The Zalinbourg family ran one of the most prosperous and powerful ship building yards in Zilargo. This was a rather recent occurrence, During the Great War, his father and uncles had made several astute business decisions to ship various war goods to any and all that were willing to pay there inflated prices. The memories of Arundels childhood are dominated by his mother. She had always fancied themselves as the peak of society, even though they were nouveau riche that were tolerated in the better circles only because of there immense wealth, and connections they had outside of Zilargo. From his earliest days, Arundel was drilled to become the young society darling her mother dreamed about. He was drilled in all the social graces, dancing, manners, tutored to be a sharp and witty conversationalist. Despite her best efforts, Arundel showed little if any interest in these pursuits. Although he possessed the quickness of thought necessary, he found such things the epitomy of boring, and only put in marginal effort.

His relatively pleasant, if sometimes tedious life changed in the blink of an eye one night. He was yanked out of bed by one of his 4 uncles, his fathers brothers and business partners, and told to dress, and get downstairs immediately. By the time he got there, he saw his other uncles, father, and numerous cousins and aunts scurrying around. Before he knew what had happened, they were placed in the back of a huge cart, covered in first a cloth, then various layers of garbage, and taking a bumpy ride.

When the cart finally stopped, he looked out, and saw a small, run down wharf in the worst area of the trolanport harbor. His entire family scurried on board a small 1 sailed ship that immediately shoved off. Conspicously absent was his mother, and his father seemed to be avoiding all the other relatives.


Thus began the next chapter of his life, living in exile. Though it was never told outright, over the following years of traveling with the remains of his family, he was able to piece together what happened. His mother, in trying to climb the social ladder, had greviously offended the matriarch of the Sivis house. The matriarch, using her long list of spies, and political connections, had flexed her muscle, and found that during the last years of the Great War, a prince of Karrnath was poisoned. The poison was extremely rare, and extremely deadly. Through her network of spies, it was shown that the assassin not only obtained the poison through the Zalinbourgs black market dealings, but sailed into town on one of there merchant ships. This information was leaked to the Karrnath royal family, who immediately sent a company of elite troops to capture the family, and return them for trial. Luckily, The Zalinbourg family heard about the company through there own spy network, and they were able to slip out under the cover of night as there family house was seized, searched, and burned.

All of this would have been damning enough, but Arundel later heard that not only had his mothers over ambition caused the exile, but when she heard of the downfall, she refused to go into exile, and wound up serving as a mistress to a high ranking, lecherous merchant.

Since it was his mother that caused there downfall, even his fellow family members shunned Arundel. He was an outcast among exiles. As the family traveled, never staying in one place for to long, lest they be found, Arundel would often linger far behind, or wander at the far fringe of the group. He soon found that he liked the solitude, and it gave him a way to be useful to the family. Soon, he would rise at dawn, and walk out ahead of the group, carefully making sure that they were safe. Many times he saw a dangerous animal, or band of thieves, and was able to return to the family caravan and warn them. Eventually, his family wandered onto the great plains of Talenta, and encountered the native Halflings. For the first time in 15 years, the family stopped wandering.

Most of his family was viewed as odd outsiders by the natives. Arundel, however, soon earned there respect for his knowledge of the land, and ability to locate game, and warn them of enemies. At first, he acted as an ambassador between his now quite large family clan (50 or so gnomes) and the Halflings. Eventually, he earned enough respect that he would serve as a scout on there hunting or war parties. Eventually, he gave up returning to his families settlement except on rare occasions. He was still treated as an outcast and pariah among them, but, among the Halflings as a contributor with valuable skills.

In the last few years, he has been hired out as part of mercenary teams by the tribe.

Arundel has a deep distrust of almost everyone. He is smart enough to know where his strengths lie (stealth, observation) and where he is weak (straight out combat) he will always try to avoid combat as much as possible, but, if cornered, has a nasty surprise. A small gnome, wielding only a dagger and seeming to want to run more than fight is not a foe many warriors are afraid of. However, Arundel sees no need to “fight fare” against larger and stronger opponents. If he does engage in combat, you can bet that his dagger will be coated in one of the many poisons he has learned to glean from nature of the years.
Arundel is used to being the outcast, and has a hard time believing that anyone can see him as useful. This often leads to distrust and hard feelings that are exclusively one sided, as he is very competent at what he does.


The last of these mercenary adventures had led the group of Halflings he was with to near Sharn. The rest of the nomadic tribe wanted nothing to do ith the large city. Arundel, having grown up in such a place, decided to investigate. He had just gotten paid for his last job, and thought that there might well be somethings in the city he could spend his hard earned gold on. After a week living in the city, he remembered why he lived on the desolate plains, the people everywhere nearly drove him nuts, so he jumped at the chance to hire on as a scout for a man named Tophran Damilek. He didn’t care what the job was, so long as it got him out of the city.
 
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Yay!

I am here. I just didn't have Internet access on the weekend. Now I am at work and will have to wait until 4:00pm (eastern time) to post Aalin. :(

And either of the two scenarios is good by me.

Any particular way you'd like me to handle the whole item creation thing? Aalin will probably be interested in making a few things. Do you want me to roll for them (using an online dice roller) once the basic character has been okayed?

Thanks!
 

Grilok Hookfang

Hi Heinz,

Here's Grilok, I've just got to sort out Sithik and he's done. I added some to the end of his background, everything from the second \mo0om/ is sorta new.

Code:
[B]Name:[/B] Grilok Hookfang
[B]Class:[/B] Druid
[B]Race:[/B] Half Orc
[B]Size:[/B] M
[B]Gender:[/B] Male
[B]Alignment:[/B] Lawful Neutral
[B]Deity:[/B] Balinor
[B]Action Dice:[/B] 8 (d6)

[B]Str:[/B] 15 +2 (05p.)     [B]Level:[/B] 7        [B]XP:[/B] 24,500
[B]Dex:[/B] 14 +2 (06p.)     [B]BAB:[/B] +5         [B]HP:[/B] 58 (8+36+14)
[B]Con:[/B] 14 +2 (06p.)     [B]Grapple:[/B] +9     [B]Dmg Red:[/B] N/A
[B]Int:[/B] 10 +0 (04p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] N/A
[B]Wis:[/B] 18 +4 (13p.)     [B]Init:[/B] +0        [B]Spell Save:[/B] N/A
[B]Cha:[/B] 06 -2 (00p.)     [B]ACP:[/B] 0          [B]Spell Fail:[/B] N/A

level: +1 Wis 4th; racial: +2 Str, -2 Int, -2 Chr

                      [B]Base  Armour Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armour:[/B] Leather        10    +5    +0      +2   +0    +1    +1    19
[B]Touch:[/B] 13             [B]Flatfooted:[/B] 17

                  [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                5    +2    +0     +7
[B]Ref:[/B]                 2    +2    +0     +7
[B]Will:[/B]                5    +4    +0     +9

+4 versus fey spell-like abilities
+2 versus aberrations supernatural and spell-like abilities

[B]Weapon                   Attack   Damage     Critical[/B]
Scimitar                 +8     1d6+2        18-20x2
-	+9 vs aberrations; +2d6 damage
Spear, long              +8     1d8+2         x3 (20’)
-	returning
Dagger                   +7     1d4+2        19-20x2 (10’)

[B]Languages:[/B] Orc, Common, Druidic

[B]Abilities:[/B]

[I]Racial[/I]
* 60' Darkvision
* Orc blood

[I]Class[/I]
* Weapon and Armour Proficiency: club; dagger; dart; quarter-staff; scimitar; sickle; short spear; sling; spear; and, natural attacks when wild shaping. Can use light and medium non-metal armour and non-metal shields.
* Spells: Divine; (see below)
* Chaotic, Evil, Good and Lawful spells: Can't cast spells with the chaotic; evil; or, good descriptors
* Spontaneous Casting, swap any spell for a summon nature's ally spell of an equal level.
* Animal Companion: 
* Nature Sense: +2 Knowledge (Nature) and Survival
* Wild Empathy: Improve the attitude of an animal as Diplomacy (including magical animals with less than 2 Int at -4) d20 + level - Chr -4 (aberrant feats)
* Woodland Stride: Move through natural undergrowth with no ill effects or decrease in speed
* Trackless Step: Leave no tracks in natural surroundings (unless he wants to); can't be tracked
* Resist nature's Lure: +4 bonus to saves versus fey spell-like abilities
* Wild Shape (3/day): Assume the shape of a small or medium animal as polymorph spell (favoured shapes: Black Bear; Boar; Cheetah; Crocodile; Constrictor Snake; Wolf; Wolverine; Desmodu Bat - hunting (mm2))

[B]Feats:[/B]
Aberration Blood (LoM): Flexible Limbs (+2 Grapple)
Gatekeeper Initiate (ECS): +2 saves versus aberrations; Knowledge (Planes) class skill (can be used instead of Knowledge (Dungeoneering to identify aberrations); additional spells to spell list
*1st: protection from evil
*2nd: zone of natural purity (ECS)
*3rd: dimensional anchor
*4th: nature's wrath (ECS)
*5th: banishment
*6th: dimensional lock
*7th: return to nature (ECS)
*8th: mind blank
*9th: imprisonment
Aberration Wild Shape (LoM): Can assume the form of aberrations with the same restrictions as wild shape ability (favoured shapes: Ettercarp (MM); Gauth (MM); Grell (MM2); Runehound (MM3))

[B]Skill Points:[/B] 40     [B]Max Ranks:[/B] 10/5
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Concentration (Con)          5    +2          +7
Diplomacy (Cha)              0    -2     -2   -4
Disguise (Cha)               0    -2     -2   -4
Handle Animal (Cha)          3    -2     -2   -1
Heal (Wis)                   3    +4          +7
Gather Information (Cha)     0    -2     -2   -4
Knowledge (Nature) (Int)     7     0     +2   +9
Knowledge (Planes) (Int)     7     0          +7
Profession (labourer) (Wis)  1    +4          +5
Listen (Wis)                 1    +4          +5
Ride (Dex)                   2    +2          +4
Spellcraft (Int)             3     0          +3
Spot (Wis)                   3    +4          +7
Survival (Wis)               3    +4     +2   +9
Swim (Str)                   2    +2          +4

-2 Diplomacy; Disguise; Gather Information; Handle Animal and Wild Empathy checks from Aberrant Feats
+2 Knowledge (nature) and Survival from Nature Sense

[B]Equipment:                              Cost    Weight[/B]
Scimitar                             3815gp     04lb
-	Aberration Bane (+1)(DMG)
-	 Byeshk (ECS) 
o	+1 hit masterwork
o	+2 vs aberrations +2d6 damage
Spear
-	Returning (+1) (DMG)         3805gp     09lb
-	 Byeshk (ECS)
o	+1 hit masterwork
o	returns to throwing spot at start of next round
+2 Studded Leather Armour            4175gp     15lb
Dagger                                  2gp     01lb
Ring Protection +1                   2000gp     (-)
Ring Sustenance                      2500gp     (-)
- don’t need to eat or drink, only needs 2 hours rest
Amulet of Natural Armour +1          2000gp     (-)
Potion Cure Light Wounds               50gp     (-)
Potion Jump                            50gp     (-)
Potion Shield of Faith +2              50gp     (-)
Potion Eagles Splendour               300gp     (-)
Backpack                                2gp     2lb
Bedroll                                 1sp      5lb
Winter Blanket                          5sp     3lb
Scroll Case                             1gp     1/2lb
5 Fishhooks                             5sp     (-)
Fishing Line                            1sp     (-)
2 Pints Oil                             2sp     2lb
Signal Whistle                          8sp     (-)
Flint and Steel                         1gp     (-)
Whetstone                               2cp     1lb
2 Flasks Acid                          20gp     2lb
2 Flasks Alchemist Fire                40gp     2lb
2 Vials Antitoxin                     100gp     (-)
Holly and Mistletoe                             (-)
Spell Component Pouch                   5gp     2lb (A&EG)
Healer’s Kit                           50gp     1lb (in leather satchel) (A&EG) - 10 uses (+2 heal checks)
Collapsible Grappling Hook              3gp     2lb (A&EG)
Potion Belt                             1gp     1lb (FRCS)

 [B]Total Weight:[/B] 52.5lb      [B]Money:[/B] 27 gp 9 sp 8 cp

                       [B]Lgt   Med   Hvy   Lift  Push[/B]
[B]Max Weight:[/B]            66    133     200   400  1000 

[B]Spells Known:[/B] 6x0; 5x1; 4x2; 3x3; 2x4

[B]Spells Prepared:[/B]

[U]Orisons DC: 14[/U]
Detect Magic
Flare
Light
Resistance x2
Read Magic

[U]1st DC:15[/U]
Detect Aberration (ECS)
Entangle
Longstrider
Magic Fang
Produce Flame

[U]2nd DC: 16[/U]
Barkskin
Bull’s Strength
Owl’s Wisdom
Zone of Natural Purity (ECS)

[U]3rd DC:17[/U]
Cure Moderate Wounds
Infestation of Maggots (CDiv)
Vigor

[U]4th DC:18[/U]
Flame Strike
Rusting Grasp

[B]Age:[/B] 25
[B]Height:[/B] 6'4"
[B]Weight:[/B] 225lb
[B]Eye:[/B] Red
[B]Hair:[/B] Black coarse and long
[B]Skin:[/B] swarthy olive complexion

Appearance: Grilok is tall for a half orc, even accounting for his slightly stooped stature. He only has his right eye, his left is just a scarred pit. Large curved tusks jut out from his strong jaw and smaller teeth rise unevenly from his black gums. The teeth and tusks have all been pain-stakingly engraved with eldritch patterns and runes. His wide nostrils are flared and pierced with crystal spindles of various hues. His wide, pointed ears have been pierced with wooden plugs. His face is painted with dark shades of ink giving his face a leering almost alien cast.

The horrid boar skull that sits lightly a top his head, protecting his skull and neck from serious attack, accentuates his height. A long cape made of the skin of some bizarre creature (probably from the same creature that protects his head, both furred and scaled, is settled upon his broad shoulders.

Background: [sblock]Grilok Hookfang strode purposely through the sloppy, smelly streets of the Mud Caves. His long legs and steady stride bearing him resolutely towards his goal, the dirty hole in the wall that he and Sithek called home. A palpable sense of anger hung heavy in the air around him causing the human scum of the dirty seaside district to scamper quickly out of his way.

His heavy boots sloshed through what passed for muddy streets in the dung heap that sprawled haphazardly at the foot of the City of Towers. The heavy tread of the sturdy leather boots, like the hem of his mottled fur and scale cloak, were caked with the smelly, black, oily mud of the lower ward. The mud seemed to collect all the vileness of the upper city and deposit it in stinking puddles in the slums far below, before sucking at the spirit (and the feet Grilok thought miserably) of the souls that had the misfortune to live in the stinking rat infested midden heap.

The harsh, dirty environment that he had chosen as his ‘lair’ since being exiled by the Ghaash’kala reminded him of his homeland somewhat but it didn’t improve his mood at all. At least the heavy skull of the horrid boar that was nestled snugly upon his head kept most of the rain from his remaining good eye, and had the added bonus of keeping his face paint from running.

A street urchin, bolder or hungrier than the others, darted forward and slid to a halt in front of the towering brute causing him to stutter to a halt mid-stride. The child’s eyes looked up pleadingly, his lips quavered and he stammered as he blinked fat oily raindrops from his eyes.

“P-p-p-lease s-s-s-s-sir, spare a c-c-c-coin for some food?”

“Be gone man-cub”, grumbled Grilok in his deep throated brogue. “It grows dark and these streets too often claim the life of the young and weak…”

Suddenly the child grabbed at the bone and volcanic glass talisman that hung heavily from a colourfully beaded leather throng braided and looped around Grilok’s neck. With reflexes honed through long hours working the Labyrinth of the Demon Wastes, Grilok’s hairy, black nailed hand flew to the ivory hilt of the heavily battle nicked scimitar that hung familiarly at his side. The curved blade slashed through the air like a serpent of steel striking the child’s head a meaty blow. The child slumped heavily and immediately to the ground.

“…and foolish!” Grilok finished.

Grilok’s single eye stared unblinking at the small bundle that lay at his feet. He checked his scimitar for blood, and seeing none, quickly sheathed it in its snakeskin home. Mud splattered over the dirty, threadbare cloak that covered the small boy as Grilok’s heavily booted feet stepped over the young would be thief. He stopped, an exhausted sigh escaping his lips and turned his head back to regard the unmoving heap.

“Hunger drives the weak to acts of desperation when a toothless cub would risk the wroth of the caged boar.” He grumbled. ” Hunger is not a weakness, and the cub did show courage, if foolishly, indeed he may yet have some role to play in the events that unfold. And possibly may even be of some use to me.”

Grilok quickly scanned the lawless slums that surrounded him. Sensing no other immediate threats he smoothly knelt down beside the body. His hands closed around the heavy amulet that had so recently been the target of theft. He pulled the leather throng over his head, muttering angrily to himself as it momentarily snagged on one of the broken teeth of his snarling boar headpiece, and waved it in intricate patterns over the child’s inert form. His breathing quickened and he softly chanted guttural, ancient words of power. A soft blue light lit the child’s face bringing into stark relief the tightly stretched skin that covered the lump that had risen where the flat of Grilok’s blade had connected.

The child’s eyes slowly opened and for the first time he stared fully into Grilok’s face. Seeing the single blood-shot, cat-slit eye and the ragged empty socket that once housed its twin up close had an immediate affect on the whelp. He let out a startled scream and tried to scrabble crab-like backwards through the black muddy slime, only succeeding in splashing smelly muck all over the front of Grilok’s leather breast plate, bringing an even deeper scowl to Grilok’s ink-stained face.

“Be quiet and still man cub or I’ll deliver another blow to that bone head of yours and maybe silence you for good!”

Grilok quickly stood up and brushed the sticky mess from his chest.

“On this day you have been very lucky young buck.” Grilok growled, his deep bass voice having an immediate calming affect on the child. Flicking the putrid black mess from his fingers he reached down to help the child up from the muddy street. His mouth broke into what he hoped was a reassuring smile but, in truth, the heavily carved teeth, hooked tusks and black gums had the opposite affect and only increased the waif’s anxiety.

Rolling his eye and clamping his mouth shut Grilok dug into the small cloth sack that dangled loosely from the braided hemp rope that he used as a belt. His thick stubby fingers closed around a cold, greasy garlic and mutton sausage that he had saved from his lunch. He pulled it from the sack and offered it to the thin wastrel that stood forlornly before him. The food reminded him that Sithek would be worried, hungry and impatient (and not necessarily in that order) and that a worried, hungry and impatient Sithek wasn’t likely to be a good thing for he or his neighbours.

“Come boy take the food and get to your shelter, I have not the time to waste standing here trying to convince you I mean no harm.”

The boy snatched the sausage and ran, his little legs pumping in the thick slurping mud. Grilok watched the boy bolt around the corner and then he turned his steps back towards his home.

\mo0om/

It had been another frustrating day of dead ends and red herrings and Grilok was no closer to clearing his name. It angered and frustrated him to be stuck in Sharn but this is where his exile had led him. The people of these soft southern cities believed that the war had ended but the Ghaash’kala knew that it went on, and would likely never end. Everyday the Ghaash’kala fought against the tide of darkness that threatened the whole of Khorvaire. Everyday the Clan that protected the borders of the Demon Wastes held at bay horrors that these soft southerners could only dream of. And everyday that Grilok was exiled was another day where he let his brothers die defending the weak and believing that he was a murderous coward.

Two hard years it had been since his humiliation, a humiliation that had cost him his life and left him feeling hollow and dirty. It had almost broken him. He had been spiralling out of control, giving into his anger and drinking heavily. Beaten, broken and bruised he had limped from the Labyrinth and straight into a self-induced hell. If not for the selfless sacrifice of Sithek then he would still be wallowing in self-pity. In fact, truth-be-told, he probably would have given his beliefs away and become one of life’s wasted chances.

But Sithek had saved him. She had bought him back from the brink of insanity, and had woken him to his purpose, had given his anger a focus. He now had drive, although the endless frustrations in his investigation were starting to wear awfully thin. It might be that he needed to look at enlisting aid, a concept that was fairly alien to him since his separation from the Clan. He didn’t think of Sithek as aid. Sithek was family, an extension of himself.

Admittedly, he didn’t know much about who may have framed him for the murder of the visiting Silver Flame priests. They had said that they were hunting a thief who had stolen an artefact of great importance to their church. He had been asked to escort them to Ghaash Dar so that they could plead their case before the Ghaash’kala elders.

On the second evening of their journey though tragedy struck. The guards that accompanied the expedition had been out scouting the area immediately around the site the group had chosen to rest in. Grilok began setting up the camp while the priests dismounted, dusted off their prayer mats and knelt to begin their evening prayers. That was when all hell broke loose, or so Grilok had been told. He could recall nothing of how the priests had died or why he had been spared. Grilok had been discovered standing covered in blood in the middle of the circle of dead priests. All he could recall was the smell of cinnamon and the name ‘Belkorr’ screamed into the night.

The Silver Flame hierarchy demanded restitution and the Ghaash’kala delivered it in the form of a branding, the loss of an eye and exile. Grilok was branded on each palm with the broken circle that identified him as a coward. His left eye was ruined with a sharpened stick, eventually, after infection had set in, Grilok removed the pulped mess that remained. And, what hurt worst of all, he was exiled from his home and divorced from his purpose.

\mo0om/

Since being in Sharn Grilok has been able to follow several leads regarding the mysterious Belkor, they'd all ended in dead ends. He just wasn't cut out for investigative work. His means were those of the wild, he was more straightforward, more direct. And this Belkor was elusive, and powerful, everywhere Grilok turned there was another red herring. Sure as it would rain tomorrow, Belkor knew Grilok was in Sharn. He knew and he revelled in that knowledge. He toyed with Grilok and there was nothing the half orc could do about it.

It'd been three years now since Grilok's shame, three long hard, lonely years. If not for Sithek he would have gone insane, and he wasn't sure if he might not have 'lost-it-a-little'. It became obvious to Grilok early in his time in Sharn that he didn't fit. Well it wasn't so much he didn't, but his beliefs didn't. He didn't feel right in the city, he didn't feel as attuned to his power, but he did what he could and regularly sought out the gardens and parks of Sharn’s higher levels. It was hard being in Sharn and he had to adapt or die.

Grilok managed to find a job as a labourer for the Cannith family in Ashblack . He carried raw ore for the family, ore to fragile to be trusted to the constructs that normally carried out the heavy-duty work. During the day he would work the Cannith foundries, growing in strength, using his determination to regain his stolen heritage, to drive him on, to help him through the hard days. At night he would pursue whatever leads he could find.

It was almost two years before Grilok had saved enough money to move out of the Mud Caves. Two years of lugging ore and fighting with the riff raff that occupied the shantytowns that sprawled at the base of the City of Towers. But eventually he was able to save enough money to relocate from the Mud Caves to Deathsgate. A place of opportunity, a place where he would find it easier to get aid in his quest; and a place where he could use his new found strength and fighting ability to keep him and Sithek dry and fed.

Grilok has recently been earning a living doing some odd jobs for Tophran Damilek, the best-known dragonshard dealer in Sharn, Tophran's office is in the Everbright district of Middle Menthis. Grilok has enjoyed the work as it has allowed him to get out of the city on occasion, given him a chance to let Sithek run loose for a time.

\mo0om/

Grilok was part of a different branch of the Gatekeepers. The Keepers left the Eldeen Reaches and the Shadow Marches long ago and had to quickly learn to adapt to the new frontier that was the Demon Wastes. They consider the original Gatekeeper sects to be a little soft, if they were true to their beliefs they’d be in the front lines defeating the evils that dwell in the Demon Wastes.

Grilok was taken in and trained at an early age by the Abolishers, a secret group of aberration hunters that operated from within the Demon Waste Gatekeepers. These druids teach that to know ones enemy one must become the enemy, and the Abolishers of the Demon Wastes do just that. In bizarre, arcane rituals not understood by those who aren’t in the highest echelons of the cult, new entrants to the sect are initiated into this ancient cult. These initiations instil some aspect of an aberrant in to the very being of the initiate. Grilok did not finish his training and has not reached his full potential as an Abolisher.

The Abolishers of the Demon Wastes are mysterious and secretive and have many subtle plans in motion. For all Grilok knows (and this is a thought he holds on to with both hands) his whole exile might be part of some greater plan of the Abolishers. [/sblock]
 
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